创始DirectGLTexture初始工程
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add_subdirectory(OutputGLInfo)
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add_subdirectory(NullWindow)
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add_subdirectory(DirectGLRender)
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add_subdirectory(DirectGLTexture)
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# add_subdirectory(DrawTriangle)
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4
example/DirectGLTexture/CMakeLists.txt
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4
example/DirectGLTexture/CMakeLists.txt
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add_executable(DirectGLTexture main.cpp)
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target_link_libraries(DirectGLTexture PRIVATE ${ULRE})
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178
example/DirectGLTexture/main.cpp
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178
example/DirectGLTexture/main.cpp
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#include<hgl/graph/RenderDevice.h>
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#include<hgl/graph/RenderDriver.h>
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#include<hgl/graph/RenderWindow.h>
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#include<iostream>
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#include<GLEWCore/glew.h>
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#include<hgl/graph/Shader.h>
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#include<hgl/math/Math.h>
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#include<hgl/graph/VertexArray.h>
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint screen_width=1280;
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constexpr uint screen_height=720;
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constexpr char vertex_shader[]=R"(
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#version 330 core
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in vec2 Vertex;
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in vec2 TexCoord;
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out vec2 FragmentTexCoord;
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void main()
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{
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FragmentTexCoord=TexCoord;
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gl_Position=vec4(Vertex,0.0,1.0);
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})";
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constexpr char fragment_shader[]=R"(
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#version 330 core
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sampler2D Texture0;
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in vec4 FragmentTexCoord;
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out vec4 FragColor;
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void main()
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{
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FragColor=vec4(FragmentColor.rgb,1);
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})";
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Shader shader;
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bool InitShader()
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{
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if(!shader.AddVertexShader(vertex_shader))
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return(false);
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if(!shader.AddFragmentShader(fragment_shader))
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return(false);
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if(!shader.Build())
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return(false);
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if(!shader.Use())
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return(false);
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return(true);
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}
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VB2f *vb_vertex=nullptr;
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VB2f *vb_texcoord=nullptr;
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VertexArray *va=nullptr;
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constexpr float vertex_data[]={ -0.5f, 0.5f,
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-0.5f,-0.5f,
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0.5f, 0.5f,
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0.5f,-0.5f
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};
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constexpr float texcoord_data[]={ 0,0,
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0,1,
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1,0,
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1,1 };
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void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
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{
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glVertexArrayAttribBinding(vao,shader_location,binding_index);
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glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
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glEnableVertexArrayAttrib(vao,shader_location);
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glVertexArrayVertexBuffer(vao,binding_index,vb->GetBufferIndex(),0,vb->GetStride());
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}
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void InitVertexBuffer()
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{
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vb_vertex=new VB2f(4,vertex_data);
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vb_texcoord=new VB2f(4,texcoord_data);
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va=new VertexArray(GL_TRIANGLES, //画三角形
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2); //两个属性
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const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
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const int texcoord_location=shader.GetAttribLocation("TexCoord"); ///<取得纹理坐标数据输入流对应的shader地址
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int binding_index=0; //绑定点
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const int vao=va->GetVAO();
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va->SetVertexBuffer(vb_vertex);
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va->AddVertexAttribBuffer(vb_texcoord);
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BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
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++binding_index;
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BindVBO2VAO(vao,binding_index,texcoord_location,vb_texcoord);
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}
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constexpr GLfloat clear_color[4]=
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{
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77.f/255.f,
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78.f/255.f,
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83.f/255.f,
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1.f
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};
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constexpr GLfloat clear_depth=1.0f;
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void draw()
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{
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glClearBufferfv(GL_COLOR,0,clear_color);
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glClearBufferfv(GL_DEPTH,0,&clear_depth);
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va->Draw();
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}
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int main(void)
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{
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RenderDevice *device=CreateRenderDeviceGLFW();
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if(!device)
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{
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std::cerr<<"Create RenderDevice(GLFW) failed."<<std::endl;
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return -1;
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}
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if(!device->Init())
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{
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std::cerr<<"Init RenderDevice(GLFW) failed."<<std::endl;
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return -2;
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}
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WindowSetup ws;
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ws.Name=U8_TEXT("Direct use \"OpenGL Core API\" Render");
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RenderSetup rs;
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RenderWindow *win=device->Create(screen_width,screen_height,&ws,&rs);
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win->MakeToCurrent(); //切换当前窗口到前台
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InitOpenGLDebug(); //初始化OpenGL调试输出
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if(!InitShader())
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{
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std::cerr<<"init shader failed."<<std::endl;
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return -3;
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}
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InitVertexBuffer();
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win->Show();
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while(win->IsOpen())
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{
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draw();
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win->SwapBuffer(); //交换前后台显示缓冲区
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win->PollEvent(); //处理窗口事件
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}
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delete win;
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delete device;
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return 0;
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}
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